D&D Apocalypse

The Mines of Madness

Our heroes continue their investigation of The Bureau of Internal Reclamation and Destruction and find common ground between themselves and the strange organization of masked vigilantes. With the book from the bunker having finally been somewhat decoded, the heroes are asked to venture into the Mines of Madness in order to find proof of The Forever Stone, a mysterious artifact created by a wizard who was believed to have been consumed by its power, before the Terran Armed Alliance. Not knowing what they’ll find, the party sets off to find the Mines of Madness, but first finds an outhouse with an unwelcome guest. Bruised and bedraggled from the unexpected encounter, the heroes delve deep into the mines, finding death, destruction, cockatrices, and a pit full of lizard bones. Will they find proof of the Forever Stone? Will they escape the Mines of Madness? Will Sutures be able to fit into a Dwarven mine shaft at all? Stay tuned…

Finding themselves deeper in the Mines of Madness, our heroes are forced to split up to cover more ground. Through the accidental use of a portal, a nearly deadly encounter with the mine’s pump system, a deceptively grinning door, and a new party member, they finally find themselves face to decaying face with the wizard Alabaster Chromus. Or, at least, what’s left of him. Will he divulge the secrets of the Forever Stone, or will our heroic party of misfits find themselves entombed forever in the decrepit mines?

Tomb of the Ghast Queen

Having left behind the ruins of Agora Canis, the party goes back to Auralius in search of asylum and answers. Sutures is woken up by a strange figure standing over him and is rendered unconscious trying to defend himself. Both Sutures and Rovok find strange mechanical bugs implanted under their skin and, when they go looking for an explanation, the party is barricaded into the tavern fall into a deep sleep in a strange, lavender mist. When they wake up, our heroes find themselves trapped in the remains of the Ghast Queen’s tomb along with 26 other criminals who have all been imprisoned by the TAA. The criminals and our valiant heroes are promised freedom if they find the five gems of the Lich’s Hand, but as the soon discover, they are not alone in the tomb.